L L4D2node

CSheetSimulator::CSheetSimulator

0x004af3e0 · 104 bytes · __thiscall

_ZN15CSheetSimulatorC2EPFvRK6VectorS2_jiP10CGameTraceEPFvS2_S2_S2_S2_jiS4_E

Decompiled

undefined (3 params)

/* CSheetSimulator::CSheetSimulator(void (*)(Vector const&, Vector const&, unsigned int, int,
   CGameTrace*), void (*)(Vector const&, Vector const&, Vector const&, Vector const&, unsigned int,
   int, CGameTrace*)) */

void __thiscall
CSheetSimulator::CSheetSimulator
          (CSheetSimulator *this,_func_void_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr *param_1,
          _func_void_Vector_ptr_Vector_ptr_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr *param_2)

{
  *(undefined4 *)(this + 0x14) = 0;
  *(_func_void_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr **)(this + 0x44) = param_1;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(_func_void_Vector_ptr_Vector_ptr_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr **)(this + 0x48)
       = param_2;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)